Roll and swim to the wall, use
the underwater lever to open the hatch behind you, so roll again and swim up
climbing out straight ahead. You are poisoned so be quick, run to the edge
of the floor, drop down and hop onto the table there to grab the
Antidote, you are safe from that
guard while on the tables. Take the Antidote or you will die.

Run to
the right hand side of that tank (NE corner) and use a button there to open
a small gate in the upper level. There is an
Uzi ammo pickup in one of the cabinets SW, but before Lara ended the
animation of opening and closing it, she was dead....

Also on the
right hand side of the tank you can hop onto a ledge with a pipe, behind a
pillar, then grab back up to the tank. Turn around, jump to the pillar and
over to that open gate in the E wall. Crawl in and go right, to the very end
where you’ll see a ventilator left. Go to the right; follow through and at
the next crossing go left, the right area is closed off by lasers.

Lasers, the Aqua Security Node.

Go through a room with a Fuse receptacle and into that crawlspace ahead,
stand up and wait there till the Laser goes back, run after it and left into
a niche. Use the switch to open a trapdoor in the room with the receptacle,
so run back, crawl through and safety drop down the open trapdoor. Obviously
you shouldn’t alarm that guard so head E, and just past the door to the
Hospital (we'll
come back here much later) climb up left near that Computer terminal
and get the Aqua Security Node. Go
back up through that trapdoor; use the Node in that room to disable the
Lasers in the ducts (W).

The Grey
Security Pass.

So go through the disabled lasers and take a
right to where a hatch opened up, turn around and grab up to the floor
above. Turn left and run to the end of the corridor where you’ll find a
cabinet with the Grey Security Pass
inside.

Doing Jail Time.

Back to the other end of the corridor and use the card in the reader
left of the ladder, the hatch over the ladder opens up. Climb up to another
corridor and follow through to a red Laser. A cut scene takes over and
you’ll be arrested and thrown in jail. The fixed camera makes it a bit
tricky, but there is a hatch in the ceiling you can open up by facing E,
back to the wall and jump-grab up. Turn right (facing the camera) and grab
up into the duct.

Bay C; the
Crowbar.

Go through and drop down into a room, turn right and
run to the end of the walkway, right down the steps (the
idea is to release a prisoner so he can kill that guard, but that requires
quite some skill, you can also just dodge him). Downstairs go left
around that staircase and find a button to open the cells on the upper
floor.

Get back upstairs, go to the second cell right and right
around the corner you can climb the wall (N), back flip off and push the
crate next to the ladder (NE) all the way into the next room. Crawl left of
it under the pipe to grab the Crowbar.
Back to the other crate and pull it once, then go around to get
Secret #1,
an important small medipack as there
aren't too many.

Two Green Security
Passes.

Get down to the cell, out and by this time the
prisoner killed that guard which dropped another
small medipack (at least in my game
it happened like this). Get to the ground floor and in the far right corner
(SW) is a cabinet with a Green Security Pass.
Go back upstairs and in the NE section on the right hand wall is the card
reader, the trapdoor behind you opens up. Get down (there is a kind of
ladder) and push a button in the NW corner of that control room to open a
gate. Roll and get on the opposite block behind you (S) to grab another
Green Security Pass. Go out the now
open gates W to the ground floor and left into the gate you opened (S).

Open the Storage.

Go left
to the far end of the corridor and use that Green Pass in the Card reader,
the gate left opens up. We'll leave this for when we come back here. For now
roll and go to the other end of the corridor.

Bay E; Mess Hall, another Aqua Security
Node.

Climb up the ladder there again to go to the upper
corridor. Now go to that laser and jump over, you'll get to the Mess hall,
climb the last table right and walk to the left side of it (N) grab up to
the hatch above to open it, get on the table in front of you and open a
second hatch, turn around and grab up to the storage above. Pull a crate
from the S side and get behind it, go left into the corner behind those
crates to get Uzi clips. Back to the
crate you pulled and now push it into the opening in the floor (where you
opened the first hatch). The crate will smash a box between the tables on
the ground floor, drop down to move the crate aside and get the
Aqua Security Node. Move the crate
back under the opening so you can climb up easier.

Taking care of a Guard.

Go out
to the corridor, jump the laser and limb down the ladder. Then take a right
around the corner and meet another guard, take him back into the room with
the cells (left around the corner into the corridor and the second opening
left) and go upstairs to the cell where you can climb up to the push crates
(second cell), you'll have to wait there till the prisoner kills the guard.
(The trick is that you have to “wake up” the prisoner and then run to the
second cell and up the ladder. You can wait while hanging on the ladder).
You will hear his last breath; this one will drop
Flares.

Use the Node, the Sentry gun.

Go back down into the corridor, and right, near the ladder turn right into
the passage where you found that last Guard. In the back, left around the
corner is where you can use the Aqua Node and a hatch opens over the ladder
behind you. Climb up and left into the alcove to push a button opening the
next hatch over the ladder. Go up and backflip to a corridor with a Sentry
gun in the far end. Go into a corridor behind you (E) to the end, run
underneath the laser when it is up and push the button to open the next
hatch over the ladder you just climbed. So get back there and up the ladder.

A Red Security Pass, the Armory.

Climb off to the left and roll. Run to the end (E) of that corridor and
find a Red Security Pass on top of a
small cabinet. Now best turn right, right into a passage and the left to the
corner where you can use that Red Card to open the Armory (SW). Run in and
safety drop down, up in a niche are the
Pistols and a Shotgun is
located under a Laser on the ground floor. I could just grab it...? But if
you cannot get it, just leave it for now.

Save and go back up the
ladder and shoot the SAS that came running, one drops the
Desert Eagle, the other
Shotgun ammo, then go look for the
two Guards and shoot them for 2 small
medipacks, you might have to try a few times to complete this battle
without too much health loss and the moment when the enemies will appear
seems to be different every time you try.

After picking up the
goodies, go to the Cola vending machine (S) and use the button to open the
trapdoor under your feet, slide down and go to the area under the Base. If
you go for the Secrets, immediately shoot a SAS down to the right before he
can get to a button and then collect Uzi
clips he dropped. In the NE corner is a grey ledge around a pit and
on one of the corners is Shotgun ammo.
Turn S and use the switch there to open a hatch over a ladder, that’s the
way back up into the Base. You can see that ladder right and S of the switch
and we'll use it later. Shoot the dog that appeared. In the SE corner of the
area are some crates, go behind them and turn around near the hill to shoot
a SAS up on a ledge next to the corridor.

Push the lower crates in a
way so you can push the top one to the ledge so you can climb up to where
you shot the SAS guy. On that ledge is Secret #2, a
small medipack,
2x Uzi clips and the
Balcony Security Pass, dropped by the
guy you shot before.

Drop down, go to the opposite NW corner and look
for a crate next to the pillar there, shoot it to get
Grenades. On the back of that pillar
(N side) is a crack, grab up and then jump up straight to use that jump
lever. It will open a gate nearby (leads into the corridor with the Sentry
gun, don't go in), but also a hatch in the other end of the area; shoot the
two dogs and go back to the crates.

A
Red Security Pass.

Now we have to get into that grate SE. Move
the top one back and then the bottom ones so you can then move the top one
to the crates E. Then move the lower ones to get the top crate as close as
you can to that grate SE, shoot it and jump there to get a
Red Security Pass,
Eagle ammo and a
small medipack. Get down, climb the
crates and move the top crate towards that open hatch (all the way to the N)
then move the bottom once so you can move the top one to the E. Jump up and
grab in there. Grab the Uzi clips and
Desert Eagle from the green cabinet
and then use the button E to open the door (also opens a gate in the
corridors), shoot the incoming SAS. Grab the
Uzi clips he will leave behind.

Go through the corridor and
find a card reader on the right hand corner at the crossing, here you can
use the Balcony Security Pass. That will open a door to the right near those
radars. Jump over to the right to get Secret #3, the
Uzis,
Shotgun ammo and Grenades.

Jump back and go in and take a left and then a right (W) and again a
right (N) to the end and find on the right the open gate to the radar disc.
Behind the disc is a switch to open a trapdoor down in the armory. Go out
and left to the armory and down the ladder to the lower room (if
you didn't get the Shotgun before, use the Red Card NE to disable the laser
and get the gun). The trapdoor you opened (switch behind radar disc)
is in the other corner, near the ladder. Get down and grab
Eagle ammo from the table, open the
door left with the button and find yourself behind that Sentry gun, only
problem... we have no Laser Sight.

Back for the Laser Sight.

So climb back up to the Armory, up
the ladder and out to the corridors. Take a right and go to the crossing
with the trapdoor and ladder, climb down to the area below the base, go to
that pit N and drop in. On the central pillar (E side) is a button, use that
to open a small door where we go next. In one of the corners of the pit is a
trapdoor that will open up when you hang over or step on it (SW). Shoot the
Guard and claim his small medipack,
then find the small open gate NW (if you didn't
shoot that SAS soon enough before, this gate will be closed) where
Secret #4,
the Grenade gun is located. In the
opposite corner is the door you opened with the button in the pit above.
Crawl in and right for Eagle ammo,
proceed and go right again to use the button there to open a gate in the
corridor (for later after we launched a rocket, in
this paragraph; “To the Hospital”). Grab some
Uzi clips from the floor. Turn around
and step on the trapdoor to drop into the corridor, shoot the SAS and claim
his Desert Eagle. Go to the E end of
the corridor and use the Card if you didn't already to open the gate left of
you.

The Storage, a Circuit Board and
the Ventilation Access Key.

From standing outside and far
back, shoot that yellow barrel (pistols) and watch it explode. That crate to
the right also went up and reveals what it was hiding, the
Circuit Board. Take that to the
corner behind the crate NE and place it to raise a platform behind you. Turn
left, hop over the crates to get to the alcove NW and open the lower crate
of the double stack with the Crowbar (face W) to get
Secret #5,
Eagle ammo, a
small medipack and
Uzi clips. Turn around, go out of the
alcove and climb the crate straight in front of you, turn around again and
jump to grab up to the floor above the alcove. On the ledge left is a button
opening two hatches near the crane in the Storage.

Hop on the other
ledge (N) and turn right, grab up to the grate on the ceiling and monkey
swing passing the steam blower to the stack of crates in the corner, quickly
get the Ventilation Access Key and
safety drop down onto the crate below.

First Floor, the Access Circuit.

Go to the platform you raised before (E wall) and climb it, then up
right and use the grate to monkey swing past the crane to the open hatches.
Go straight as far as possible and drop/grab that ledge below, shimmy left
and grab up to the floor above. Shoot the SAS and get his
Uzi clips. Down through the hole you
came out off and shimmy right along the edge to the corner and around it.
Tap down arrow and grab the edge from the other hatch. Go to the back (N)
and around left to get to a crate, shoot it and get the
Access Circuit (we'll need that later
where that Sentry gun is). Get back to the hatch and make your way down to
the ground floor (just run off the ledge onto a crate below) and go out S to
the corridor.

Use the Ventilation
Access Key.

Go right to the ladder at the other end (NW) and
up to the upper corridor, over the laser to the Mess Hall. Climb back up to
the floor above, go SW through the steam blower to the next section and find
a Crowbar gate in the right hand corner behind that pipe (SE). Open it and
around the corner is where you can use the Ventilation Access Key you found
in the Storage. Not clear what happened, but it probably disabled burners in
the kitchen. Get out and go under the pipe and straight, then right into the
corner with the red light (SW).

The
Kitchen, the Tank Access Key.

Drop down at the ventilator and
this is where the burners were disabled, find a
small medipack on the counter to the
Mess hall and then shoot that garbage bin to get the
Tank Access Key from it. Go left into
the corner to open a door with a button.

The Laser Sight.

Go straight
to the back and in that bathroom is the Sight in the water to the left, but
the water is still deadly. So look for a hatch in the ceiling (NW) and open
it to climb up. Push the left crate all the way to the back, to the right of
that crate is a workbench with Eagle ammo.
Then go into the alcove left of the crate and into the triangular opening,
in the back is a cove on a switch you can shoot and that will turn off the
fire under the Node in the kitchen. Get back down to the bathroom and go NE
to the kitchen; grab the Yellow Security
Node from the stove.

Back to the hatch and climb up again,
use the Node in the alcove left, the electricity in the showers is now off.
Hop back, turn left and go through the opening on the right (NE), crawl
right to where you can stand up in the middle of the S wall, shoot the cover
and use the Tank Access Key to open the trapdoor right of you. Crawl
backwards into the water and get Secret #6,
Uzi clips at the skeleton and a
small medipack in the back. Get back
out, climb out N and crawl back to the hatch, down to the showers and go get
the Laser Sight from the water.

Go back towards the kitchen but take a right into a passage and left
into the passage to a control room. A Guard will come running, shoot him for
his small medipack. Push the button
in that room to open a door further on. There's nothing in the cabinet, so
go E and a prisoner comes running from the toilet... Go in there (right) and
open the ceiling hatch (face E), turn facing the door and climb up for
Secret #7,
Shotgun ammo and
Uzi clips. Climb down and go straight
out to the Mess Hall. Go left to the corridor, over the Laser and down the
ladder NW. Turn right (N) and go through that passage to the long ladder,
climb all the way up to the top floor of the base.

Disable the Sentry Gun, use the Access
Circuit.

Follow the corridor around to the SW corner, the
Armory and climb down to the lower level, through the trapdoor you opened
before and go to the door where you can now shoot the tank of the Sentry
gun. A bit further than where the gun was is a receptacle for the
Access Circuit. A trapdoor opens at
the other end of this corridor. Turn left, go towards the corner and take a
right, run underneath that laser and left of the button you pushed before is
the trapdoor that opened.

The Rocket
Silo.

Drop in and crawl in (E), follow through to the rocket
silo, climb all the way down, turn around and then jump up and grab the
ladder, you are now on the correct height, back flip/roll plus grab from the
ladder to land on a platform. Crawl under the pipe and jump to use that jump
lever. It will open a trapdoor in the bottom of the silo, turn left and hop
backwards to safety drop from the right hand side of the platform (so behind
the pipe) to land behind a pipe below. Next to where you dropped is a switch
to open a hatch over the crawlspace opening (for when we go up later). Crawl
from under the pipe and from facing the ladder climb down backwards into the
open trapdoor. Drop down in some water and climb out left of the ladder (the
floor part behind you is deadly) and go behind the ladder to flip the switch
that will kill a burner up in the rocket silo.

Get back into the
water and up the steel ladder, up the other ladder and at the crawlspace
drop/grab and jump straight up to get above the crawlspace. Go up to a ledge
left and climb back down one step under that crack and back flip with twist
to grab the platform where the burner was before. Flip the switch to open
the next hatch and turn around, jump to grab the ledge left of the ladder to
get the Eagle ammo (crawl to it).
Crawl off backwards, shimmy right and pull up on the corner, turn and hop
back to the platform. Jump to grab the ladder again, hang right and go up
(mind the steam blower, you can also do a series of straight jumps up to get
past it, hit Alt while Lara is hanging on the ladder[/color]), then back
flip onto another platform. Turn to the jump lever (S) and jump to grab it;
another hatch opens up at the ladder. Get back to the ladder, up and left.
Drop and roll to get up on the steel ladder while the steam is off, go up to
the room above.

Bay X, Grey Security
Pass.

There's a room on top of this one, but you'll have to
get up while being under fire. So check the health, ready a heavy weapon and
jump up against the ladder, before getting your feet up jump again (Alt + up
arrow) and once more, then jump back off (Alt + down arrow) and shoot the
SAS. Grab the Grey Security Pass and
Shotgun ammo; climb down. Go up the
sloped passage W to get to Bay X, an outdoor area with a ready to launch
rocket.

Yellow Security Node.

Shoot that Guard on the grated pillar and climb up there to get the
Yellow Security Node. Get down and in
the NW corner of the yard is a door you can open with it. Go in and left,
shoot a Guard (small medipack) and at
the end you can use the Grey Security Pass. Flip the switch and the
Electricity will be turned off on the cage with the dog. Go back outside,
climb the grated pillar again and jump S to grab the cage, make your way
down the other side, go to the rock face on the other side (S) of the pool
and step to the very left end you can grab up to the ledge above and get
Grenades and
Uzi clips. The intended route to this
pickup was probably different, but this was easier.Drop down, turn left
(E) and left of the cactus there is a block, get on it and grab up N, jump
to the cage and drop down into the rocket yard.

Launch the Rocket, the Hospital Access Card.

Go back to the corner where you came in (NE) and grab up to a grey
pillar right of the entrance passage (face S). Hop to the next dark pillar
(with the pipe) and turn a bit right. See that dead Guard SE? Jump there and
pull him away by his head to get the Missile
Launch Disk.

There's a small
medipack down in this valley if you want to go get it. It is next to
that skeleton in the N end, you'll have to shoot some large birds. You can
get back out by climbing a series of blocks SE, then head N with a curved
jump to a ledge N under the overhang. Grab the monkey swing there to get
back to the dead Guard. Jump and grab that dark pillar with the pipe and
walk across to the Launch module, insert the Disk to launch the rocket. It
will self-destruct. Jump onto the sloped rock on the right of you and safety
drop down into the yard. Look in the pit where the rocket was before you get
the Hospital Access Card. A camera
shows a gate in a corridor. Shoot another guard and get the
small medipack.

Go back into
the door NW and in the passage the gate to the dog cage opened up, inside is
Secret #8,
a small medipack,
Eagle ammo and
Uzi clips. Then leave NE.

To the Hospital.

Make your way
down the rocket silo and get into the crawlspace in the middle of ladder
wall (W). Follow through and climb up left to the corridor, through the
laser and in the end of the corridor all the way down that ladder on the
right (if you haven't visited the crawlspace
under the pit in the paragraph “Back for the Laser Sight”, you should do
that now because you need to open a door to the lower corridors where the
level started, just follow the route described in that paragraph).

Follow the passage (S) to the corridor (where the Jail and Storage are).
Left of the next ladder on your right is the open gate.

Basements.

Enter the gate you
opened with the button in the crawlspace. Down the stairs and both cabinets
there are empty, go right around the corner to a cabinet under the stairs
and get some Uzis there, between the
shelves is Shotgun ammo on the
ground. Open the gate at the end with the switch and follow in, shoot a
baddy and get a small medipack. If
there's a Guard running against a gate there, push the button there to open
the gate and shoot him for another small
medipack.. Get from the closets W 2 x
Uzi ammo and from the one E Flares.

Go back out and take a left and at the end of the corridor you'll
find the entrance to the Hospital on the left, open it with the card you
have.

Bay D, The Hospital.

Right around the corner are two cabinets; the right hand one has the
Blue Security Node. In the nearby
shower is an Antidote. On the walkway
N is a small medipack left, then use
that Node in the other end to open the door left. In the morgue is a
small medipack on the ground and a
High Level Security Disk on the
cabinet between the tables.

Go out of the Hospital and in the
corridor is that terminal to the left, open the door to Bay E by inserting
the Disk.

Bay E, the Train.

Go down and left, the track is deadly. At the end you can climb a grate
on the left and flip a switch in that alcove to get the train out to this
section. Go back to the entrance and jump over to grab the top of the train,
shimmy left a bit and pull up. Jump up into the passage W and get a
small medipack, then jump over to the
S and follow to a gap in the floor. Use the ceiling to monkey swing across.
Duck and crawl under that laser, at the end stand up and hop around the
corner to flip the switch to get the train back to this section. Hang down
in the hole, shimmy right around the corner and drop to grab the train.
Shimmy left around the corner and drop into the cave. Turn around and go to
a cave with a light spot in the middle.

Alien Ship.

Shoot the Aliens
and look in the right hand corner for a rock with a crack, grab up and jump
up again to grab the ledge above, shimmy right to where you can pull up and
find a switch to the right. That will open a gate in the next cave with some
goodies.

Head into a passage NW, the next cave has an Alien Ship. To
the left is a laser in an alcove, jump up, crawl through and go down. Shoot
a box to get a stack of Uzi clips.
Get back to the cave and to the opposite corner (NW). Jump up into the open
gate W (switch in previous cave) to get
Eagle ammo and Uzi clips. Out
again and left into the corner where the danger sign is. You can grab up to
a ledge above, turn around and stand jump to grab the edge of the rock above
the open gate (hard to see), shimmy left and pull up to back flip onto the
Ship. Use the crowbar lever there to open the trapdoor under the Ship. Drop
down and climb up into the Ship, the trapdoor will close behind you.

The next part was very confusing as you can almost immediately end the
level while there is more to do, but I think shooting that target ball from
standing next to the bars was illegal.

From the flight deck go NE and
as soon as you reach the next space turn right and look through the gap
right of those blue bars and shoot a target ball in the next room. This will
open the bars N and when you go in and shoot the sphere to get to that blue
Crystal, the level will end.

But this was the way it was intended I
think: There is a small corridor NE and in here look for three
transparent spheres in this room, shoot all 3 and go into the tunnel left of
the blue bars N to shoot another sphere (#4) and bars will lower to the
right of that last sphere. Go up there and crawl through to the top room
where another sphere can be shot to lower the bars to the room with the
target ball we could already shoot. Two wraiths are released, so crawl back
fast and into that new room (SW) where the wraiths will disappear, but three
aliens will wake up. Inside (except for shooting the target ball) is nothing
more than a statue of the Alien God Mother. So get into the open N bars and
to the Blue crystal to end the level.